You misunderstood my post. I said sound SEEMS to slow my FPS(not my whole computer -I keep the fps readout on my screen as I play). Just my personal observation. But I am not certain that sound causes poor fps rates. I don't know enough about computers to be able to say for sure. I could be wrong.

And I wrote "maps with no sound are popular" - not more popular. What I meant was sound does not seem to add to a map's popularity. Therefore if sound does affect fps - and I don't know if it does - as a mapper (which I'm not) I would limit it's use if I were trying to make a popular map.

Thanks for helping me to clear that up. I needed another break from getting shot by hackers and non-hackers alike.

Looping ambient sounds are entirely client-side after an initial message from the server, so I'm not sure if that would have anything to do with latency...It could possibly be the fact that maps with ambient sound effects are generally more polished and detailed then maps without them (more entities in general).

I've been working on this project quite a bit. I almost have the rick wall corridors finished. This screen show how much I've done (blue func_groups) and how much I need to do (outlined in red)Once I get them done I think I will leak another alpha map. This way I can get some feeadback besides "OMG its blocky and ugly"

I am not an expert on map design by any means, but I admire your ability to create maps like this. I like the idea of a canyon of similar passages. Would be easy for me to get lost! Perhaps a couple of holes in the walls to stash a little treasure?

Sucalakafufu wrote:i haven't tried it out yet. but now that El_Ejcovero has the CWNN server running again (we transferred it to a different comp) maybe ill upgrade it to 1.1 and try it out

it's looking good nonetheless

I would love to get on a server and get some idea of gameplay before I started adding the player cover. The player cover really really effects gameplay. So if I know what gameplay works on the map, I can mold the map to fit it. Kinda like know the end result before I finish making the map

So far this is my favorite map I have made. I am really excited about it!!

Since the alpha I have 1) added a lot more detail and 2) I have added another tunnel on the opposite side of the current tunnel. The tunnel will run from the small campfire to the wagon with the money bag. I will post screens when I finalize the new tunnel

Sucalakafufu wrote:i haven't tried it out yet. but now that El_Ejcovero has the CWNN server running again (we transferred it to a different comp) maybe ill upgrade it to 1.1 and try it out

it's looking good nonetheless

I would love to get on a server and get some idea of gameplay before I started adding the player cover. The player cover really really effects gameplay. So if I know what gameplay works on the map, I can mold the map to fit it. Kinda like know the end result before I finish making the map

So far this is my favorite map I have made. I am really excited about it!!

Since the alpha I have 1) added a lot more detail and 2) I have added another tunnel on the opposite side of the current tunnel. The tunnel will run from the small campfire to the wagon with the money bag. I will post screens when I finalize the new tunnel

ill see what i can do to get it on our server

EDIT: We now have both a 1.0 and 1.1 SG server running. CWNN 1.1b4 Server is our 1.1 Server. It is running a bunch of beta maps as well including Comanche Canyon

Ok cowpokes, I got another alpha release. After testing the alpha release on the BACON server, I think the game play is very fun... and very hard!! I dont have any new screenshots, but I do have a new file for you: